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Shinobi

Shinobi (Rogue)

A traditional Japanese spy and assassin that relies on swift movement and remaining unseen.
 

Ninjutsu

Ninjato - Starting at 3rd level you obtain a Ninjato, which acts as a long sword that has the finesse feature, allowing it to be used with dex instead of strength modifiers.
  Kunai (3/day) - You also obtain Kunai which can use dex for your attack modifier. On a hit the Kunai deal 1d4 damage and grant an attack made by you on the same turn to allow sneak attack without the need for advantage. The hit target also becomes unable to make attacks of opportunity or perception checks against you until your next turn.
 

Firm Footing

Starting at 3rd level, when you take the disengage action, you can stand prone without movement, you ignore rough terrain, and you can move through the spaces of hostile creatures until the end of your turn.
 

Flash Bomb

At 9th level you gain a Flash bomb you can use once per short rest. As a bonus action you can throw a Flash bomb at your feet and disappear into the smoke. This allows you to cast misty step. At 17th level you gain 2 Flash bombs, and any enemies adjacent to you when you use Flash bomb must make a DC 8+dex modifer+proficiency Con save or be stunned into gaining disadvantage of their next attack rolls. The effect ends by your next turn if no attacks are made.
 

Unbound Movement

At 13th level you gain a clibing speed and swimming speed equal to your walking speed, and increase the distance you can long and high jump by equal to half your rogue level. You also gain the ability to use your reaction when you fall to glide, moving 2 feet horizontally for every 1 foot you descent, reducing falling damage by 5 times your rogue level. You lose the benefits of this feature while wearing meadium or heavy armor.
 

Unconstrained Movement

At 17th level you gain the following effects:
  The disengage action now allows you to end the grappled or restrained effect.
  You can now take the hide action in dim light.
  Gain +2 to your initiative

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